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Topics - Gonumen

#1
So as in the title, I'm trying to make a lot of packaged meals as I'm preparing for quite a long journey to several resource lumps but I can't prevent my colonists from taking the meals to their inventory even though there are often lavish/fine meals lying around as well. The only way, really, is to mircomanage it to the maximum and every time a meal is done proritze it to be hauled to a stockpile zone and forbidden but it's just pain in the neck to do that when there are 200 meals designated to be done. So my question: is there any way to make my colonists not take packaged meals without having to micromanage?

Thanks for any answers in advance.
#2
Ideas / Carry Injured Colonists
June 22, 2017, 09:34:28 AM
Correct me if that is actually possible, but we should be able to carry injured colonists even if there are not downed. I have two colonists that had their legs shot off and have very poor moving. They will bleed out in few hours and they path from the battlefield to hospital is really long and I don't really fancy treating them in the wild if I have hospital beds with vital monitors in a sterile room. It's just really wierd and unrealistic that coming home after fight the healthy colonist wouldn't care about their dying friends.
#3
Ideas / Prison Zones
June 19, 2017, 07:21:28 AM
So this is pretty simple, you can set a zone and asign it to a prisoner. Of course if there are no walls around it they may and will try to escape. It would allow buildin prisons with common dining room but separate bed rooms. It could also lower 'imprisoned' debuff of they have a lot of freedom and if let to large portion of colony could increase or decrease recruitment chance based on what they see (beauty or dirt, lavish meals or nutritient paste) risking that they will start a fight with colonist trying to escape.
#4
Title pretty much says it all, should there be a 24 hour period after a raid (counted from when the message appears) when your colonists don't get a 'observed corpse' debuff? It really doesn't make much sense when a raid of 30 tribals is mowed down in front of your base and all your colonists get it stacked 5 times just because they have to haul all dead bodies to stockpile. And making only one colonists haul is pointless as well, because you can't haul anything else (no colonists to do it) and this poor guy is going to do it for a long time making this debuff refresh everytime anyone else sees them.

Either that or maybe add a 'Survived Raid' Buff which could counter it and be based on how healthy the colonist is (so when they have no injuries at all they get it all and when they are barely alive they get almost nothing).
#5
Ideas / [Event] Tradeship has fallen from the sky!
December 23, 2016, 08:20:58 AM
Hi,
So now that we have world map in A16 I thought that we could have an event that is similar to the new ending. Very rarely (once a year or so?) a ship would crash somewhere on the map. We have space chunks falling from the sky right now so they have to come from somewhere, right? Now, it wouldn't be an easy task to get there. It would fall randomly so it can fall on the other side of the map as well. Also, other settlements, especially pirates would be intrested in looting it too, so you have limited time to get there (another use for drop pods). You would loot it from any goods left and go back. It could be very beneficial, like exotic goods with lots of gold and drugs, or not, like a slave trader where you find Only dead bodies. Maybe you could also shoot ships down so they fall near you, but at cost of becoming a pirate faction (neg. Relations with everyone) and creating no-fly zone for a period of Time.

Tell me what you think about it, any corrections?  I'd be glad to hear them.

Also I'm writing this on phone so I'm sorry for any mistakes i'll edit them as spoon as I'm home.

Edit: Ok, so now that I'm at home I can fully describe my idea.

Very rarely, there should be an event that look just like the one with a raid chasing a person. It would say that a captain or AI of a nearby ship is sending you coordinates of where they are most probably going to crash or emergency land as their ship is damaged. From this message you have 24-72 hours to prepare a caravan if you want to get there. After this time another message appears and it just says that the ship has crashed/landed.

If the ship has crashed then you just have to get there before anyone else (maybe something like 10-15 days or so), the ship would just create a new single-tile biome on the map. I guess that just a flat map with one huge structure that would be a ship would be more than fine. When you arrive there before others you can loot it from anything that is left, deconstruct engines, power generators, maybe even find some surivors etc.. If you are late then there is just nothing there, or you encounter another group which you have to fight with.

If the ship has just landed then you have to options. Help the crew repair it and protect it from the pirates that are surely going to try to attack it and after that the crew would reward you with a huge sum of money, or not... OR you could just be a pirate and attack it yourself but then your colony would be marked as a pirate faction and would result in negative relations with everone on the planet.

There should also be another option, to just shoot the ship down with some misslies launched from the same station as drop pods (with chemfuel of course). It would result in ship crashing very close to your colony, but also you would become a pirate faction and create a no-fly zone for a long period of time (No orbital traders).

Those ship, besides basic stuff like gold, plasteel etc., should also have some very rare items that are either ridiculously expensive or not traded at all.
#6
But atleast i've got a party, so I got that going for me, which is nice  :).

Edit: a few seconds later there was a raid, so party had to be called off :(.

[attachment deleted by admin - too old]
#7
Ideas / Introverts and Extroverts
August 26, 2015, 07:54:25 AM
When I saw new "Crowded" thought I thought that colonists should have traits like introvert and extrovert.
The introvert should be really happy when they are alone or with their friend (when there will be relationship system in game) and not happy when there are more people in the same room.
The extroverts on the other hand should be sad when there is no-one around them and really happy and talkative when there is a lot of people.

Tell me what do you think about this idea and if you think something should be changed tell me about it.
#8
Ideas / Repairing Clothes
June 16, 2015, 10:16:06 AM
Hi!
As in topic title, I thought what if there was  a possibility to repair clothes. There would be new bill at tailor's desk and you could set which types of clothes you want your colonists to repair.

It would need the same type of leather as the original clothes in amount of (100% - %HitPointsLeft) * OriginalAmountNeeded + QualityLevel * something
so the higher level of quality the clothes has the higher percentage of hit points left is needed for it to be profitable, e.g. Repairing shoddy clothes would need at least 5% and Legendary at lest 50%.

Also repaired clothes would lose one level of quality so good becomes normal or poor becomes shoddy, but shoddy stays shoddy.

I'm sorry if I have made any mistakes, but english is not my native language.
#9
Ideas / Daily/Monthly Schedule
March 18, 2015, 09:34:03 AM
Hi!

After I saw new "fun" feature I had an idea of daily or/and monthly schedule.
This is how it'd work:
Player can set diffrent activity in each time cell (Day - hours, month - days). e.g.
Day:
Work, sleep, lunch time, prison wardening, infection treating, spare time.
Month:
cleaning colony day, free day.

Default hour is work so you cannot set to anything because it's just spare time.
But a day that isn't set would just be a normal day.

Tell me what do you think about this idea and feel free to suggest how to improve it.